ns_submarinas by Spartan

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Map Description

This is my current mapping project and is turning out better than I expected. The map is suppose to be an underwater power plant that also doubles as a median for another mining facility at the bottom of the sea floor an alien planet. This is the first of three NS maps that I will release as a series that will tie together to form a story. The two pics are of a hallway and a submarine bay. The hallway is finished but the submarine bay still needs some more texturing. Check back for more updates of the map as I progress.

Discussion

Posted by Spartan on Wed Nov 3rd 2004 at 8:32pm
[Author]

I will fix the water and provide an updated pic of the submarine bay sometime this month. I am working on other parts of the map as of right now and should provide a third pic this week. This third pic will be eye candy for you all.
Posted by Adam Hawkins on Tue Nov 2nd 2004 at 12:40pm

I agree with Orph...the water looks really out of place. I'd suggest choosing a darker colour and making it semi-transparent to stop it from jumping out and pummeling your eyeballs like it currently does :wink:

Architecture looks pretty cool though - if a little bare at ground level.
Posted by JFry on Tue Nov 2nd 2004 at 2:28am

About lighting... If you are using the ns entity env_gamma (I believe) it will ramp up your gamma in game but not in screenshots. This is why screens of ns maps tend to be much darker than in-game. The NS website suggests you photoshop your screenshots to make them appear brighter. Judging by the second pic it doesn't look like you are using it at the moment, but I thought I'd mention it anyway.

About the map... looks pretty interesting and unique for an ns map so far, especially the 2nd pic. I agree the crates do seem to fit your theme fairly well, but don't go overboard (no pun intended).
Posted by Spartan on Tue Nov 2nd 2004 at 12:39am
[Author]

Well I got a name for it. Sub (under) and marina( a place for storage and repair of ships). So submarinas. Note that this is an NS map and not a crappy CO map. I can't stand CO maps.
Posted by Orpheus on Mon Nov 1st 2004 at 1:09am

Spartan 34 said:
Orpheus said:
accept lighting comments with a grain of salt bud..
Some how I both understood that and didn't at the same time. :popcorn:

MMMM popcorn, ewww popcorn is gross.
then switch words

except to accept.. my bad.. i am sleepy.
Posted by Spartan on Mon Nov 1st 2004 at 1:05am
[Author]

Orpheus said:
except lighting comments with a grain of salt bud..
Some how I both understood that and didn't at the same time. :popcorn:

MMMM popcorn, ewww popcorn is gross.
Posted by Orpheus on Mon Nov 1st 2004 at 12:59am

except lighting comments with a grain of salt bud.. look, until you receive comments from people who have been in the map and looked, don't take anything seriously about lights..

everyones gamma is different, so you will never receive 100% agreement.. just make the map how it suits you, and capture that portion of the fans..

light issue comments based on screenshots are not accurate enough to worry over.
Posted by Spartan on Mon Nov 1st 2004 at 12:54am
[Author]

ARRRGH! Some people say it is too bright, others say it is too dark, and others say it is just right. I posted pics on another site and everyone seems to be spit in thirds on how they like the lighting. Then some people like the yellow crates and others don't. I'll just keep the hallways lighting as it is but the submarine bay does need some fixing. I should have another pic posted up by this week.

Thanks for all the help it really does help out. Lep sorry to let ya down but the yellow crates are stayin. I like them and think they go fine with the map.
Posted by G.Ballblue on Sun Oct 31st 2004 at 11:53pm

I'm not trying to be the odd one out or group breaker here, but I kinda like it :0
Posted by MisterBister on Sun Oct 31st 2004 at 11:53pm

The pictures looks really great but i think they are way to bright for natural selection.

I mean, there are no places for the aliens to hide..

Decrease the lights.